Stellaris

Stellaris

44 ratings
Important Homeworlds
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
194.154 KB
4 Mar, 2018 @ 7:06am
8 Jun, 2018 @ 3:44pm
7 Change Notes ( view )

Subscribe to download
Important Homeworlds

Description
Ever felt that homeworlds in Stellaris are kinda useless? They have a maximum size of 20, never spawn with any planet modifiers or special resources, and are just kinda dull overall. An empires homeworld is the planet that it's species has evolved on, containing millions of years of history and thousands of development, a planet worthy of either preservation or a base of operations for conquering the stars, a planet... *Clicks 'Move Capital' on a planet with 25 tiles*

So it's kinda silly that you have to abandon your homeworld because you find a better planet later on. Even worse, having a planet as a capital does not even provide any real bonus, and moving your capital just allows you to construct more tier V buildings ...

This mod does 3 things to make the homeworlds in the game more powerful and important:

1) All capital planets at game start, including those of fallen empires, primitives, and custom starts, are set to SIZE 25 and given 5 RANDOM 'RED' TILE BLOCKERS. Ring world sections and habitats are excluded, because tile blockers make no sense there.
This will make your homeworld worth keeping as it is always max size, but at the same time prevents this maximum size from being available at the game start, as you need several technologies in order to clear all the blockers.

2) All capital planets at the game start, including those of fallen empires, primitives, and custom starts, are given a POWERFUL PLANET MODIFIER which provides:
+20% Pop Resource Production
+20% Happiness
+20% Migration Attraction
+20% Unity Output
+0.5 Influence
This makes your homeworld very powerful and, combined with it being a 25 tile planet, a worthy place to keep your capital. It also means that invading primitives or taking another empire's homeworld will provide you with a very valuable planet and makes these actions more relevant than in the normal game.

3) The 'CAPITAL WORLD' MODIFIER HAS BEEN BUFFED to provide the following effects:
+100% Governing Ethics Attraction
-20 Unrest
-50% Damage from Orbital Bombardment
+25% Defense Army Damage
This will make the capital modifier more relevant and will actually provide some buffs to the planet is on, rather than just allowing you to build tier V buildings. These modifiers are aimed at making it much harder for your capital world to fall to rebels or other empires.

COMPATIBILITY:
Rather than modifying the definitions of all vanilla starting planets, all these modifications are done through events at the game start. This means that no changes were made to vanilla files, so this mod is compatible with almost everything. It also means these effect apply to ALL capital planets at the game start, even if they come from other mods. This will provide greater balance and consistency for custom starts and empires.

This mod does change the 'Capital World' modifier and is thus not compatible with most other mods that change it. Special care has been taken to keep this mod compatible with 'Guilli's Planet Modifiers' (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=865040033). If you use both mods, the homeworld and capital world modifiers will use a purple border for better consistency.

NOT ACHIEVEMENT COMPATIBLE

Inspired by https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=810469985 and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=693357298
42 Comments
Stein30 6 Feb, 2024 @ 2:43pm 
hey ah just tried this mod and parts of it seem to not be working as shown on the main page.

some parts do work but not all...
FinePhenomena 6 Dec, 2020 @ 1:49am 
@Wicloz - Thanks man. True, it'll need a bit of tweaking, but I really like the idea of a permanent modifier for homeworlds. I'll have a bit of a fiddle around and see what I come up with, I might just leave it as a modifier-adder.
Wicloz  [author] 5 Dec, 2020 @ 4:30pm 
@FinePhenomena that's perfectly fine of course, though I doubt this concept is still relevant with the district system.
FinePhenomena 5 Dec, 2020 @ 10:12am 
Hey there, I really loved this mod when it was up-to-date and have been missing it for a while. I totally understand that life comes first, and sometimes we just don't have time to update little mods like these, so just wondering, would it be ok if I released an updated version of this mod (giving you credit for the original work-base)? :)
Doctor Proteus 27 Dec, 2018 @ 8:15am 
@cosmiclegend3 will probably take longer to upate than usual because the mechanic this mod relies on has been totally overhauled.
Kafson 31 Oct, 2018 @ 3:24am 
well every empire has its "important" home system so i dont see how it could imalance over empires
Deviant 9 Jul, 2018 @ 4:50am 
And on the devastated planet there are no red tiles!
Deviant 9 Jul, 2018 @ 4:48am 
Great mod! But the buff on the influence I think is superfluous and pretty much breaking the balance.
Peter34 29 Jun, 2018 @ 6:50pm 
Such a solution might not be compatible with other mods who add new Techs, or change existing Techs.
Kalisa 29 Jun, 2018 @ 6:35pm 
I really like what this mod does, but another idea for balancing is something like what Elves in stellaris do for their special home worlds, they are 25 tiles, but i think 8 or so tiles are totally unremovable untill you learn terraforming, then an event starts which you then research to clear the planet, at the end of the event all those special blockers are removed and the planet itself gets a nice boost as well.